﻿Shader "MoreNew/UI/blur"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
		_Color("Main Color", Color) = (1,1,1,1)
		_Size("Size", Range(0, 20)) = 1
	}

	Category
	{
		// We must be transparent, so other objects are drawn before this one.  
		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}

		SubShader
		{
			// Horizontal blur  
			GrabPass
			{
				Tags{ "LightMode" = "Always" }
			}

			Pass
			{
				Tags{ "LightMode" = "Always" }

				Name "BackBlurHor"
				CGPROGRAM
				#pragma vertex vert  
				#pragma fragment frag  
				#pragma fragmentoption ARB_precision_hint_fastest  
				#include "UnityCG.cginc"  

				struct appdata_t {
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					float4 color    : COLOR;
				};

				struct v2f {
					float4 vertex : POSITION;
					float4 uvgrab : TEXCOORD0;
					float4 color    : COLOR;
				};

				v2f vert(appdata_t v) {
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
			#if UNITY_UV_STARTS_AT_TOP  
					float scale = -1.0;
			#else  
					float scale = 1.0;
			#endif  
					o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
					o.uvgrab.zw = o.vertex.zw;

					o.color = v.color;
					return o;
				}

				sampler2D _GrabTexture;
				float4 _GrabTexture_TexelSize;
				float4 _MainTex_TexelSize;
				float _Size;
				uniform float4 _Color;

				half4 GrabPixel(v2f i, float weight, float kernelx) {
					if (i.uvgrab.x == 0 && i.uvgrab.y == 0) {
						kernelx = 0;
					}
					return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x*kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight;
				}

				half4 frag(v2f i) : COLOR{
					half4 sum = half4(0,0,0,0);

					// sum += GrabPixel(i, 0.05, -4.0);
					// sum += GrabPixel(i, 0.09, -3.0);
					// sum += GrabPixel(i, 0.12, -2.0);
					// sum += GrabPixel(i, 0.15, -1.0);
					// sum += GrabPixel(i, 0.18,  0.0);
					// sum += GrabPixel(i, 0.15, +1.0);
					// sum += GrabPixel(i, 0.12, +2.0);
					// sum += GrabPixel(i, 0.09, +3.0);
					// sum += GrabPixel(i, 0.05, +4.0);

					sum += GrabPixel(i, 0.01, -9.0);
					sum += GrabPixel(i, 0.02, -8.0);
					sum += GrabPixel(i, 0.03, -7.0);
					sum += GrabPixel(i, 0.04, -6.0);
					sum += GrabPixel(i, 0.05, -5.0);
					sum += GrabPixel(i, 0.06, -4.0);
					sum += GrabPixel(i, 0.07, -3.0);
					sum += GrabPixel(i, 0.08, -2.0);
					sum += GrabPixel(i, 0.09, -1.0);
					sum += GrabPixel(i, 0.10,  0.0);
					sum += GrabPixel(i, 0.09, +1.0);
					sum += GrabPixel(i, 0.08, +2.0);
					sum += GrabPixel(i, 0.07, +3.0);
					sum += GrabPixel(i, 0.06, +4.0);
					sum += GrabPixel(i, 0.05, +5.0);
					sum += GrabPixel(i, 0.04, +6.0);
					sum += GrabPixel(i, 0.03, +7.0);
					sum += GrabPixel(i, 0.02, +8.0);
					sum += GrabPixel(i, 0.01, +9.0);

					float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
					float decayFactor = 1.0f;
					if (i.uvgrab.x == 0 && i.uvgrab.y == 0) {
						decayFactor = 0;
					}
					sum = lerp(col5, sum, decayFactor) * i.color * _Color;

					return sum;
				}

				ENDCG
			}

			// Vertical blur  
			GrabPass
			{
				Tags{ "LightMode" = "Always" }
			}

			Pass
			{
				Tags{ "LightMode" = "Always" }

				Name "BackBlurVer"
				CGPROGRAM
				#pragma vertex vert  
				#pragma fragment frag  
				#pragma fragmentoption ARB_precision_hint_fastest  
				#include "UnityCG.cginc"  

				struct appdata_t {
					float4 vertex : POSITION;
					float2 texcoord: TEXCOORD0;
					float4 color    : COLOR;
				};

				struct v2f {
					float4 vertex : POSITION;
					float4 uvgrab : TEXCOORD0;
					float4 color    : COLOR;
				};

				v2f vert(appdata_t v) {
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
			#if UNITY_UV_STARTS_AT_TOP  
					float scale = -1.0;
			#else  
					float scale = 1.0;
			#endif  
					o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
					o.uvgrab.zw = o.vertex.zw;

					o.color = v.color;
					return o;
				}

				sampler2D _GrabTexture;
				float4 _GrabTexture_TexelSize;
				float _Size;
				uniform float4 _Color;

				half4 GrabPixel(v2f i, float weight, float kernely) {
					if (i.uvgrab.x == 0 && i.uvgrab.y == 0) {
						kernely = 0;
					}
					return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y*kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight;
				}

				half4 frag(v2f i) : COLOR{
					half4 sum = half4(0,0,0,0);

					// sum += GrabPixel(i, 0.05, -4.0);
					// sum += GrabPixel(i, 0.09, -3.0);
					// sum += GrabPixel(i, 0.12, -2.0);
					// sum += GrabPixel(i, 0.15, -1.0);
					// sum += GrabPixel(i, 0.18,  0.0);
					// sum += GrabPixel(i, 0.15, +1.0);
					// sum += GrabPixel(i, 0.12, +2.0);
					// sum += GrabPixel(i, 0.09, +3.0);
					// sum += GrabPixel(i, 0.05, +4.0);

					sum += GrabPixel(i, 0.01, -9.0);
					sum += GrabPixel(i, 0.02, -8.0);
					sum += GrabPixel(i, 0.03, -7.0);
					sum += GrabPixel(i, 0.04, -6.0);
					sum += GrabPixel(i, 0.05, -5.0);
					sum += GrabPixel(i, 0.06, -4.0);
					sum += GrabPixel(i, 0.07, -3.0);
					sum += GrabPixel(i, 0.08, -2.0);
					sum += GrabPixel(i, 0.09, -1.0);
					sum += GrabPixel(i, 0.10,  0.0);
					sum += GrabPixel(i, 0.09, +1.0);
					sum += GrabPixel(i, 0.08, +2.0);
					sum += GrabPixel(i, 0.07, +3.0);
					sum += GrabPixel(i, 0.06, +4.0);
					sum += GrabPixel(i, 0.05, +5.0);
					sum += GrabPixel(i, 0.04, +6.0);
					sum += GrabPixel(i, 0.03, +7.0);
					sum += GrabPixel(i, 0.02, +8.0);
					sum += GrabPixel(i, 0.01, +9.0);

					float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
					float decayFactor = 1.0f;
					if (i.uvgrab.x == 0 && i.uvgrab.y == 0) {
						decayFactor = 0;
					}
					sum = lerp(col5, sum, decayFactor) * i.color * _Color;

					return sum;
				}

				ENDCG
			}
		}
	}
}
